A little late, as I've been on vacation. However:
This is very close to, if not exactly what I've implemented. Create a linked list. Every time damage is called (and there is damage) update or add a record to the linked list. When the mob dies, you loop through the entire list, and add up total damage. (I save the damage and tally it for each unique attacker) Then you divide it up, and give the percentages. But adding up total damage, if the mob is wrathed, or heals, you get an accurate percentage. One caveat is with pets. If an NPC does damage and has no master, I don't update/add anything. Otherwise, it's master gets the credit. Awhile back I wrote some functions to load an offline player into a CHAR_DATA. I used this here too... If playerA spends some time attacking mobA and then needs to log off.. They flee, and do so. playerB comes around an hour later and polishes off the mob, playerB get the percentage of experience he did in damage, while playerA's pfile is opened, and bonused the experience they earned. They are notified of their experience gain when they return. This is really cool when you plague an area, and leave for awhile :) -----Original Message----- From: Michael Gerner Andreasen [mailto:[EMAIL PROTECTED] Sent: Saturday, August 10, 2002 4:10 AM To: rom list Subject: Idea about new exp system Hello all rommers 8=) Currently looking into new ways of giveing players exp for there hack n slash, and was wondering if someone on here made anything like what i had in mind, or just had ideas on how to actualy make it. Wanted to make players gain exp for the job thay did, so if player go kills a mob that has all its hp, his is rewarded 100% of the exp hi should have got, but if someone else already jumped it and it is down to 27% and hi takes the rest, well then hi/she will get 27% of the exp thay would normaly do, this should also work for groups and persons returning to a mob thay was pervorsly fighting. Example: ( a group fight ) Player A (level 25) Player B (level 24) Player C (level 50) Player C does most dammages, so hi is rewarded the % of hp hi has taken away from the mob basen on the exp hi would normaly get for this mob, so will player A and B. Another example could be: Player A (level 27): attacks mob A gets it down to 15% and flees. Player B (level 5); jumps mob A and gets it down to 11% and flees after finding out it hit to much on him. then player A strikes back on mob A and kills in, and is rewarded 96% of the exp hi/she would normaly get of a mob around that level. Yeat anotherone: Player A attacks mob a, gets it at 46%, then flees becours it is quest time, thay go kill quest mob, but on the way the stump over an aggi mob, thay fight it awhile, then flees and kills the quest mob, thay return to the quest master and completes the quest, goes to mob A and finishes it off, but in the meantime mob A has regenerated some, so we also need a way to make it not give 150% exp back to someone. Hope it all makes sence, but as i sed, if you got any ideas on how to make such system, i would be happy!! -- ROM mailing list [email protected] http://www.rom.org/cgi-bin/mailman/listinfo/rom

